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Posts posted by gengrimm
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I’m fascinated: mods are usually treated like an unexploded bomb by publishers and developers, especially after Hot Coffee.
Thats an interesting point. I wonder what sort of FALLOUT bethesda is going to get for indirectly supporting the various adult mods that are undoubtly going to be released. If one can batch GTA making that edition a AO rating, or If one can patch Oblivion making it a M game rather than a T; wouldn't that also mean that the mods on Steam could make it Rated M-AO?
Well the rating won't be changed by that or even affected, they have a very nice disclaimer for that.
"online experiences may vary during play"
at least here in the Netherlands I think this counts for any online game changing thing, even mods
Hmm could work. Though Online play doesn't really apply to Skyrim being a game you can play offline, the disclaimer I should think applies to language dealing with other people on the game. They could put in a disclamer about the mods on the PC copies, or have a EULA that you have to sign to be able to have access.
Just no one tell Leland Yee about Skyrim on the PC! I mean it, no Knee or Fus Rah Dah jokes around him!
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Im fascinated: mods are usually treated like an unexploded bomb by publishers and developers, especially after Hot Coffee.
Thats an interesting point. I wonder what sort of FALLOUT bethesda is going to get for indirectly supporting the various adult mods that are undoubtly going to be released. If one can batch GTA making that edition a AO rating, or If one can patch Oblivion making it a M game rather than a T; wouldn't that also mean that the mods on Steam could make it Rated M-AO?
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Fallout New Vegus wasn't impeded by Steam, nor has the multitude of Half-life/HL2 mods. I don't think there is too much to be worried about.
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its possible and I'm sure someone will help or will make a mode as you describe it. There are already some skill gain modifiers out there, So far though I haven't seen one on a Quadratic formula.
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Start with a house. It will teach you all the basics of using the tool set that you will need to do anything from gameplay changes to quests.
Use the Fallout 3 GECK wiki as a guide. GECK WIKI
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If you have the Elder Scrolls Oblivion or Fallout 3/new Vegas you can use their Creation kit/toolsets to practice. The creation kits will likly be 90% the same.
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Looking for a mod that gives Skill XP: Level XP a 1:0 Ratio.
I want to be able to work at leveling my smithing, but I don't want it to contribute to my overall level.
the XSO mod did it. Just took me forever to get it working the way I wanted it to.
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Looking for a mod that gives Skill XP: Level XP a 1:0 Ratio.
I want to be able to work at leveling my smithing, but I don't want it to contribute to my overall level.
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Once the CK is released and this MOD project needs a scripter let me know.
I started out learning programming back on TESIII Toolset. Since then I've gone to college and learned C++ and java.
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My two cents, polish what you got and Keep it Simple.
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...must...get..CK....
Must...Resist...playing...skyrim...without mods....
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You can also practice with Fallout 3's Garden of eden creation Kit and tutorials
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Question:
Why not make the development of the construction Kit Open Source/Open to public?
Comment:
I can understand striping out liscences tools first, but after than the best bet to make a great creation kit is to bring in 1-2 thousand legitemit modders and ask them to test the Kit., give their opinion on how to improve it etc etc.
Statement:
It would benefit all if bethesda would continue to improve the Creation Kit after it is released by seeking Ideas and opinion of those that use it to mod.
After all, who better to improve the functionality of a tool then the people that continue to use it for 5 years after the game is released? Then by doing this the
ability of their in-house employees to use said tool to creation the next expansion/game using the Gamebryo engine.
Post Script:
I want the Creation KIT SOOOOOOOOOO BADLY! It's taking every fiber in my being to stop my sel ffrom playing. Skyrim.
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Something you need to adress if you have any hope of flying a dragon in skyrim
There way the engine works, it will load everything in the cell that you occupy i.e cell (32,-100) in the "Skyrim" world map.
The game is actively loading and swaping out content for Long grange models/textures depending on how far away you.
the faster you move in the game the more loading and swaping the game has to do. I suspect that if you were to move
at a speed close to those of the Dragons in Skyrim, you would be pushing the limits of most computers ability to actively load in the game.
^Just a heads up.
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90% of the dungeons I've been in have very little back tracking. They usally have some secret way out that takes you from the boss room to near the entrance.
However, once te KIT is released it will be pretty easy to create a Teleport Spell/Teleport Ring/teleport Object.
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Go out and buy Oblivion/Fallout(3 or new vegas).
Use the Tool Sets for those as your training tool for the skyrim tool that will be released.
Play with the functions of the toolset, find out how to create new cells play with attributes figure out how to place doors and how to link them. etc etc.
There are tutorials for Fallout 3 that can help give a good leg up on the basic functionality of the toolset.
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There are some consul commands for adding NPCS to marriable faction. Not sure if they added dialog for the Khajits though so it might not work.
Otherwise, wait untill the CK is released, then I'm certain this afront to khajiit will be corrected by modders.
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The other morrowind games used a custom scripting language that was/is very similar to java syntax.
I doubt they would make any too large of changes. Honestly I doubt they made much of any since the game functions 95% of the way fallout did. Only they added some extra things like Radiant quests, more crafting nodes, etc etc.
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If you want to practice and have a copy of Morrowind, Oblivion, Fallout 3, Fallout New Vegas you can use their tools sets.
More than likly the tool set will be 95% the same.
I got my start in moding with Morrowind's Tool set.
All I did was load it up and started pressing keys and moving the mouse till I figured out the controls for navigating the preview window of the world.
Then I found out where all the items were stored, how to make new ones. Duplicate existing items but make them differnt and unique.
Learned to script by reverse engineering the Ghost Gate script.
Best way to learn is by doing, mainly because documents will be few and far between.
However there will be a wiki for Skyrim that would likly have some points worth looking at once the creation kit is released.
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What ever happened to the days of buying a game, installing it and playing without going through an annoying 3rd party piece of adware software?! (Thinking Back To The Good 'Ol Days)
They were brutally murdered with the rise of Torrent Software and High Speed internet Connections, and the inevitable rise of the pirate industry of Retail Software.
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*throws a tantrum* I WANT MY CREATION KIT T-T
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MLP are a meme subject in the 4 chan environs.
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Beast children - marriage
in Mod Ideas
Posted
Well you can make beast children without the creation kit. Adding quests scripts and dialog for them and the parent/s is another matter.
Once the kit IS released it will be much easier.